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Aligning coherency

2 April 2013 by Clark Leave a Comment

CoherentOrgLayers

In thinking about the coherent organization, a couple of realizations occurred to me.  One is about how those layers actually are replicated at different levels. The other is how those levels need to be aligned in the organization to the overall vision.

For one, those work teams can be at any level. There will be work teams at the level that the work gets done, but there’ll also be work teams at the management and even executive levels.  Similarly, there are communities of practice at all these levels as well.  Even the top level executives can be members of several communities, including as executives of their org, but also with their peers at other orgs.

Moreover, at each of these levels they need to be tapping into what’s happening outside the organization, and tracking the implications for what they do.  They need to feed back out as well (of course, not their proprietary information).

The two way flow of information has to be in and out as well as up and down.  Communication, for both collaboration and cooperation, is key.

CoherentOrgAlignmentA second necessary component is alignment.  Those groups, at every level, need to be working in alignment with the broader organization’s goals, and vision.  When Dan Pink talks about the elements of motivation in Drive, the 3rd element, purpose, is about knowing what you’re doing and why it’s important.  So organizations have to be clear about what they’re about, and make sure everyone knows how they fit. Then you can provide autonomy and the paths to mastery (the other two elements) and get people working from intrinsic motivation.

The integrated focus on communication and alignment are two keys to developing the ability to continually innovate, and cope in the increasing complexity which will make or break an organization.  That’s how it seems to me.

#itashare

Daniel Coyle #LSCon Keynote Mindmap

14 March 2013 by Clark Leave a Comment

Daniel Coyle gave a wonderfully funny, passionate, and poignant keynote, talking about what leads to top performance. Naturally, I was thrilled to hear him tout the principles that I suggest make games such a powerful learning environment: challenge, tight feedback, and large amounts of engaging practice. With compelling stories to illustrate his points, he balanced humor and emotional impact to sell a powerful plea for better learning.

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Living with Complexity

30 January 2013 by Clark Leave a Comment

Don Norman (disclaimer, my PhD advisor and mentor) has had a string of important books, starting with his stellar  Design of Everyday Things (tops my ‘recommended books’ list for designers).  His latest, Living with Complexity, is not as landmark a book as that, but it has some very astute thinking to present.

The book, as the title implies, is largely about how complexity isn’t bad, it’s necessary, and the real issue is about designing to manage it.  We want powerful systems to accomplish meaningful goals, and he makes the case that this naturally requires complexity, either at the front end or at the back end.  Complexity at the front end offers powerful choice at the tradeoff of comprehensibility, which we often want. Complexity at the back end can seem like magic, but offers more opportunity for things to go wrong catastrophically.

Good design is naturally the solution.  He suggests that good design makes complexity usable, and bad design makes complexity frustrating.  And he makes a strong point that it’s now about services.

He goes beyond product design in detailing how you really aren’t designing just a product, but an experience, and that it takes a system to create an experience.  Using Apple’s iPod, he points out how simplifying the purchasing (backend: lining up publishers to allow downloading individual titles for a simple fee) and downloading music (instead of converting files and storing in special folders) made a device that could carry a lot of music in a small package.

He goes deeper into service design, using the examples of waiting in lines (I now know why immigration in SFO can be so frustrating!).  He finally gets to coverage of recommendations for improvements, including signifying (making affordances perceivable), checklists, and job aids (over courses).  His focus is on tapping into how our minds work, and aligning tools with them.  He covers both sides, including what designers should do differently, and what ‘consumers’ can do.   He also covers some of the mismatches between design and consumers, going beyond the design to the overall system.

Overall, while seemingly not as well structured as previous books, this book offers some advanced thinking into design that will benefit those looking to take a bigger picture.  Feeling more like a collection rather than a coherent narrative, each of the elements is related and there are important insights in each section.  Recommended for the advanced designer.

Old -> New

23 January 2013 by Clark 2 Comments

My ITA Colleague Jay Cross had a hangout over the weekend and the conversation rolled around to the role of L&D in the new era (related to yesterday’s post). I’ve previously  addressed  how we can now be using tech for more of the full suite of performance, but  it occurred to me that there are some ways we could and should be thinking differently about the ways in which performance can be supported.  And while these old:new lists are fun and sometimes overdone, and these may have been covered elsewhere by others, it seemed reasonable to go through a few that occurred to me.

Courses -> Search

The first is that too often we think of courses, but what’s happening these days is that people are increasingly self-helping.  Rather than take a course ‘just in case’, they’re getting the help they  need ‘just in time’.  It seems to me that we should be focusing on making sure that learners have good search skills, and searchable and well-organized portals, to ensure searching success.  Whether you view it as performance support or a ‘teachable’ moment, the fact is that learners are self-serving, going for pull solutions more.  The goal is to support performers how they want to, and are learning, rather than trying to force them into our models.

Instruction -> Coaching

As social media is more available, people are more available, and people are often reaching out to others for support rather than courses.  Whether it’s a quick query through a microblog or a full blown video chat, people are increasingly reaching out to folks for help. This is similar to the courses/search above, but sometimes they go for content and sometimes for people.  Are you making it easy to reach out to people?

Development -> Mentoring

Rather than developing people through programs, increasingly people are looking for mentoring. Programmed development is like taking the bus, when mentoring is like having a chauffeur.  It may seem extravagant, but folks like to help, and increasingly having a program of ‘each one teach one’, where those who’ve benefitted from mentoring pass it on, is workable. With digital support, this becomes both a more momentary, and longer term activity.  It’s increasingly viable, so it should be on your radar.

Read -> Watch

It used to be that to the only way to find things out was to read the manual, or a step-by-step job aid. That’s no longer true, and increasingly it’s easy to create videos that show how to do things.  So, for example, it’s now easy to create software ‘walkthrus’, and it’s not just the L&D department that are creating them.  Learners are getting them through services like Lynda.com, and creating their own with screen casting software.  Not to say reading won’t continue to play a role for concepts, but for procedures, the context and dynamism makes videos powerful.  Are you supporting video/screen cast creation, hosting, and searching?

Test -> Simulation  

The pragmatic barriers to creating simulations are falling down, and we now know that knowledge test isn’t an adequate assessment of ability to apply. We no longer have to have separate summative assessments, as digital environments can store performance as part of a portfolio of ability.  Most importantly, we can make the practice environment much closer to the performance environment.  When we’ve determined a real skill needs to be developed, we can and should be looking at rich assessments of ability.

“’til they get it right” -> “’til they can’t get it wrong”

Coupled with the above is the notion that we can move from minimal practice that isn’t sufficient to develop capability and confidence, and start providing sufficient practice to ensure ability.  We need to be spacing it out over time, and ensuring real competence, not just until folks have had a taste of it, but inadequate to develop real capability.  If it matters, we need to match practice to task and learner, and we can.

Desktop -> Mobile

People are now going ‘mobile first’, as are companies like Google.  The reality is that the mobile devices are more familiar, and more available.  People are getting in the habit of getting their support through a mobile device.  And enterprise platforms are increasingly making that solution available.  Are you enabling your workers to meet their needs with mobile?

These are just a few ways we can, and should, be shifting our thinking.  I’m sure you’ve got more, and I look forward to hearing them.

#itashare

Interviewed about mobile

30 October 2012 by Clark 1 Comment

Denise VanderLinde, a  student from Florida Gulf Coast University, interviewed me on mobile.  Here’s the (largely unedited) transcript she provided for me:

  1. What is your definition of mobile learning? Using a mobile device to make us more effective, either in the moment or developing us over time. A mobile device is a small portable device that is with us all the time and we are doing something with it because of where we are.
  2. Would you consider a laptop a Mobile Device? A laptop is not normally considered a mobile device and this topic has been discussed and argued at length, in fact, amongst industry leaders who concur that they are essentially ‘mobile desk tops‘. ‘Pocket-able devices‘ such as tablets and phones are considered mobile devices generally. Phones are usually used to access some information quickly and then it is put away and iPad or other tablet can be used for content creation and can be used for more long-term usage.
  3. Can you tell me about your success story of using mobile technology for learning (or training, or performance improvement)? My company doesn‘t create solutions so much as helping people come up with the strategies to do it. When I was designing solutions, though, a cell phone technology provider approached us to supplement a face to face training course on negotiation to be delivered via the phone. I designed a solution that incorporated (amongst other things) a quiz with 19 elements that were deemed important subject matter that trainees should know cold, 10 little mini scenarios trainees might be subject to, performance support for 16 stages of negotiation and the questions trainees should be asking themselves at each stage.
  4. What important development trends do you see coming down the pike in mobile learning? Context sensitive; we have the capability now but we‘re not taking advantage of it yet. The opportunity to know where people are (GPS chip) and what they are doing via their mobile calendars. That way we can tailor what we pull or push to/from individuals based on their locations and what sorts of meetings they attend and on what subjects etc. to meet individual‘s needs better.
  5. What important problems do you think still need to be resolved in mobile learning?
    1. Cross Platform issue/ lack of standards – html 5 not standard yet but if it were would be great but there will be, of course, resistance by software companies like Apple, Google, Microsoft etc.
    2. I would love to see productivity tools available to enable users to design/write their own apps that meet their needs better.
    3. Thinking that M-learning is just ‘courses on a phone‘ is a change that we‘ve got to make. It‘s much more than that. It‘s about the 4 C‘s: Content, Communicate, Capture and Compute.
  6. Does your firm work predominantly with corporations or do you also work with teachers, schools and/or school boards in improving educational technology use in the classroom setting?   I haven‘t done much mobile K-12 but have done some higher education mobile work but most work in mobile has been corporate. People have their mobile device with them all the time so it‘s a great way to distribute knowledge to the world, not just one head.
  7. Do you find corporate and/or school staff still seem reluctant to use technology or do you see that trend shifting in more recent years? I haven‘t experienced much resistance unless people are asked to use their personal device that they pay for themselves. That is not going over so well but, overall, if you have the right culture, there hasn‘t been much resistance.
  8. Is there anything else at all that you would like to share at this time regarding mobile technology? The one that starts going hand in hand with mobile is to begin to think in a deeper way about Content Systems, about Content Modeling and Content Architectures. It‘s going to support mobile initially and that personalization going forward. I wrote an article on this topic and another is coming out soon in Learning Solutions Magazine.

 

Inoculating the organization

9 October 2012 by Clark Leave a Comment

I was having a discussion the other day with my ITA colleague Jay Cross, and the topic wandered over to how to use the social approaches we foster under the umbrella of the Coherent Organization to help organizations  become one. And I went feral.

Working Collaboratively and cooperativelyDo we work top down, or bottom up?  In the course of the conversation it occurred to me that given the model we propose, that you can’t just have the broader social network create it, and you can’t even really build a community of practice (CoP).  The smallest unit is the working group; how could we use that?

The thought that struck me was creating a working group who’s goal was to create a CoP around being a Coherent Organization. That is, they’d have to understand the principles, start defining and discussing it, document the opportunities, and start disseminating the ideas through the organization.  Inherently, it  has  to be viral, and the most effective way to introduce a virus is by inoculation.

The idea then is that the mission of the working group is to develop a community of practice around understanding and implementing developing communities of practice. It’s a bit recursive or self-referential, but it’s the seed that needs to sprout.  Seeding it is the action that’s needed to get it going, and then some feeding needs to happen.  While it’s possible that a self-supported initiative could survive, having some external support may make sense in making this happen.

Yes, I’m assuming that the end result is desirable and possible.  The former is, I think, reasonably well accepted (short form: working effectively is a necessary survival tactic, going forward), even if the path to get there isn’t.  I’m suggesting that this is a path to get there. It’s not easy; it takes persistence, support, all those things that make organizational initiatives succeed, with an understanding of the strategies, policies, and cultural adjustments needed.  Yet I’ll suggest that it is doable.  Now, it’s time to do it!

#itashare

The Wedge in the Door

14 June 2012 by Clark 2 Comments

When I started talking about mobile, I thought it was interesting adjunct to desktop computing. In fact, in my early (2000)  article on mobile learning, I said “Soon there will be essentially no distinction between mLearning and elearning.”  And I admit that I was wrong.  At least partly.  Let me explain.

It depends on how you define elearning. If you mean courses on the web, period, then I would be dead wrong. If, however, you believe elearning encompasses performance support, social, and informal learning, then I was right.  And I can fortunately say that I saw at least part of the vision: “accessible resources wherever you are, strong search capabilities, rich interaction, powerful support”.  Of course, I missed cameras, and GPS.

The reason I bring this up, however, is I now see, as Google has exclaimed, “Mobile first”.  I think that mobile is a wedge to open the door to much more.  It indeed may well be the first solution you should be looking to!

If you view mobile as a platform, you start bringing in all the platform capability perspective you see with the desktop (it’s used for everything).  And this perspective lets you view the role of mobile as more than learning, but instead impacting everything the organization is doing. You should be thinking this way anyway, but I see it too infrequently. Which is why mobile may be a wedge to open up change.

This is important for the L&D group to get their mind around: mobile isn’t about courses, it’s about supporting performance in all ways.  With this perspective comes several things: the opportunity to take a bigger role in the organization, the requirement to break down the silos, and a necessity to start thinking differently.  Are you ready?

Mobile Changes Everything?

15 May 2012 by Clark 18 Comments

As a prelude to a small webinar I’ll be doing next week (though it also serves to tee up the free Best of mLearnCon  webinar I’ll be doing for the eLearning Guild next week as well, here’re some deliberately provocative thoughts on mobile:

According to Tomi Ahonen, mobile is the fastest growing industry ever.  But just because everyone has one, what does it mean?  I think the implications are broader, but here I want to talk specifically about work and learning.  I want to suggest that it has the opportunity to totally upend the organization.  How? By broadening our understanding of how we work and learn.

The 70:20:10 framework, while not descriptive, does capture the reality that most of what we learn at work doesn’t come from courses (the ’10’).  Instead, we learn by coaching/mentoring (the ‘2o’), and ‘on the job’ (70).  Yet, by and large, the learning units in organizations are only addressing the 10 percent.  They could, and should, be looking at how to support the other 90, but haven’t seen it, yet there’re lots that can be done.

The bigger picture is that digital technology augments our brain.  Our brains are really  good at pattern-matching and extracting meaning. They’re also really  bad at doing rote things, particularly complex ones.  Fortunately, digital technology is exactly the opposite, so combined we’re far more capable.  This has been true at the desktop, with not only powerful tools, but support wrapped around tools and tasks.  Now it’s also true where- and whenever we are: we can share content, compute capabilities, and communication.  And you should  be able to see how that benefits the organization.

And more: it’s adding in something that the desktop didn’t really have: the ability to capture your current context, and to leverage that to your benefit. Your device can know when and where you are, and do things appropriately.

So why is this game-changing?  I want to suggest that the notion of a digital platform that supports us ubiquitously will be the inroad to recognize that the formal learning is not, and cannot, be separate from the work.  If we’re professionals, we’re always working and learning (as my colleague Harold Jarche extols us).  If a new platform comes out that’s ubiquitous yet relatively unsuited for courses, we have a forcing function to start thinking anew about what the role of learning and performance professionals is.  I suggest that there are rich ways we can think about coupling mobile with work.

Why do I suggest that courses on a phone isn’t the ideal solution?  You have to make some distinctions about the platform.  A tablet is just not  the same as a pocketable device. It has been hard to get a handle on how they differ, but I think you do need to recognize that they do.  For example, I’ll suggest that you’re not likely to want to take a full course on a pocketable device, however on a tablet that’d be quite feasible.

To take full advantage, you have to consider mobile as a platform, not just a device. It’s a channel for capability to reach across limitations of chronology and geography, and make us more productive. And more.  So, get on board, and get going to more and better performance.

Educational Game Design Q&A

4 May 2012 by Clark 2 Comments

I was contacted for a research project, and asked a series of questions. Thought I’d document the answers here, too.

Q0. How many years have you been designing educational games?

Over 30, actually, off and on.  Started with my first job out of college, designing and programming educational computer games.  Been a recurrent theme in my career since then.

Q1. Please walk us through your process for creating an educational game from concept to implementation. Please use one of your games as an example.

A long answer is the only option (it’s a big process).  Using a design framework of Analysis, Specification, Implementation, and Evaluation:

Analysis

For any educational task, you have to start by looking at what your design objective is: you need to document what folks should be able to do that they can’t do now. I argue that this is most importantly going to manifest as an ability to make better decisions, ones that the learner doesn’t reliably make now.  It’s complicated, because SMEs don’t always have access to how they do what they do, and you have to work hard.  This isn’t unusual to learning  design, except perhaps the focus on skills.

Then, you need to know how folks go wrong; what are the reliable misconceptions. People don’t tend to make random mistakes (though there is some randomness in our architecture), but instead make mistakes based upon some wrong models.

You also need to know the consequences of those mistakes, as well as the consequence of the right answer. Decisions tend to travel in packs, and if you make this one wrong, you’re then likely to face that other one. You need to know what these are.  (And the probabilities associated with them).

In addition, you need to know the settings in which these decisions occur, as many as possible.

And you need to know what makes this task inherently interesting (it is).  Here’s where the SME is your friend, because they’re so passionate about this they’ve made it the subject of their expertise, find out what makes them  find it interesting.

Specification

With this information, you address those aligned elements from effective education practice and engaging experiences.    You need to find a storyline that integrates what makes the task interesting with the settings in which the decisions occur.  I like a heuristic I heard from Henry Jenkins: “find a role the player would like to be in”. Exaggeration is a great tool here: e.g. you’d likely rather be working on the ambassador’s daughter than just another patient.

You need to make those misconceptions seductive to get challenge. You don’t want them getting it right unless they really  know their stuff.

You need to handle adjusting the difficulty level up at an appropriate rate; you might have complications that don’t start until after they’ve mastered the interface.

You need to specify characters, dialog, rules that describe the relationships, variables that code the state of the game, a visual (and auditory) look and feel.  The UI expressed to the learner, and more.

You’ll need to specify what the ‘perspective’ of the player is in relation to the character.

Overall, you need to nail meaningfulness, novelty, and the cycle of action and feedback to really get this right.

Finally, you need to specify the metrics you’ll use to evaluate your creation. What will be the usability goals, educational outcomes, and engagement metrics that will define you’re done?

Implementation & Evaluation

I’m a design guy, so I don’t talk so much about implementation, and evaluation follows the above.  That said…

The tools change constantly, and it will vary by size and scope. The main thing here is that you will  have to tune.  As Will Wright said, “tuning is 9/10ths of the work”.  Now that’s for a commercially viable game, but really, that’s a substantial realization compared to how complex the programming and media production is.

Tuning requires regular evaluation.  You’ll want to prototype in as low a fidelity as you can, so it’s easier to change.  Prototype, test, lather, rinse, repeat.  (Have ever 3 words ever sold more unnecessary product in human history?)

There’s much  more, but this is a good first cut.

Q2. Describe your greatest success, challenge, failure.

My greatest success, at least the most personally rewarding in terms of feeling like making a contribution, is definitely the Quest game. When you’re making a game that can save kids’ lives, you’ve got to feel good about it. On no  budget (we eventually got a little money to hire my honors student for a summer, and then some philanthropic money to do a real graphic treatment), we developed a game that helped kids who grow up without parents experience a bit of what it’s like to survive on your own (goal: talk to your counselors).  Interestingly, I subsequently got it ported to the web as a student project (as soon as I heard about CGI’s, the first web standard to support maintaining ‘state’, I realized it could run as a web game), and it still runs!  As far as I know, BTW, it’s the first web-based serious game ever.

My greatest challenge was another game you can still play on the web.  We’d developed a ‘linear scenario’ game on project management for non-project-managers, and they liked it so much they then asked for a game to accompany it.  But we’d already accomplished the learning!  Still, we did it.  I made the game about just managing to cope with missing data, scope creep, and other PM issues, so engineers could a) understand why they should be glad there were  project managers, and b) that they shouldn’t be jerks to work with.

Biggest failure that I recollect was a team brought together by a publisher to work with the lead author on a wildly successful book series.  There was a movie script writer who’d become a game designer, and me, and a very creative team. However, we had a real problem with the SME, who couldn’t get over the idea that the ‘game’ had to develop the concept without getting mired in the boring details of particular tools. We would get progress, and then generate a great concept, and we’d be reined back in to “but where’s the tool simulation”?  Unfortunately, the SME had ultimate control, not the creative team, and the continuing back and forth ultimately doomed the project.

Q3. When determining game play is avoiding violence an issue? Q4.  Is accounting for gender an issue when creating games?

I answered these two questions together; I don’t shy away from controversy, and believe that you use the design that works for the audience and the learning objective.  I believe education trumps censorship.  I argued many years ago (when Doom was the GTA of the day) that you could get meaningful learning experiences out of the worst of the shoot-em-ups.  Not that I’d advocate it.  Same with gender.  Figure out what’s needed.

As a caveat, I don’t believe in gratuitous violence, sex, or gender issues, (Why is sex more taboo than violence? I don’t get it.) but I believe you need to address them when relevant in context. In ways that glorify people, not violence or intolerance.

Q5. How did you develop your creation process?

I went from ad h0c at the start to trying to find the best grounding for process possible.  Even as an undergrad I had received a background in learning, but as a grad student I pursued it with a vengeance (I looked at cognitive, behavioral, constructivist, ID, social, even machine  learning looking for insight).  At the time, the HCI field was also looking at what made engaging experiences, and I pursued that too. The real integration happened when I looked systematically at design and creative processes: what worked and what didn’t.  Using the learning design process as a framework (since folks don’t tend to adopt new processes whole-cloth, but tend to modify their existing ones), I worked out what specifically was needed in addition to make the process work for (learning) game design.

Q6.  How do you work? Individually? As a team? If so, how do you develop a team?

Euphemistically, I work however anyone wants.  I seldom really do individual, however, because I have no graphic design skills to speak of (much to my dismay, but a person’s got to know their limitations, to paraphrase the great sage Harry Calahan).  Also, I strongly believe you should source the full suite of talent a game design needs: writing, audio, graphic, programming, UI, learning design, etc.  Naturally, in the real world, you do the best you can (“oh, I can do a good enough job of writing, and you can probably do a good enough job of audio as well as the programming”).

Q7. Is there a recipe for success in this industry? If so what is it and what would you say your biggest lesson has been so far?

My short answer is two-fold. I immodestly think that you really have to understand the alignment between effective practice and engaging experience (there’re lots of bad examples that show why you can’t just shove game and instructional designers into a room and expect anything good). Second, you have to know how to work and play well with others.  Game design is a team sport.

And finally, you really, really, have to develop your creative side.  As I tell my workshop attendees: I’ve got bad news, you have a big job ahead of you; if you’re going to do good serious game design, you’re going to have to play more games, go to more amusement parks, read more novels, watch more movies. It’s a big ask, I know, an onerous task, but hey, you’re professionals.   But you also have to be willing to take risks. Much to m’lady’s dismay, I argue that I continue to have to crack bad jokes as practice to find out what works (that’s my story, and I’m sticking with it).

If you can get a handle on these three elements: understanding the alignment, able to convince people to work with you on it, and push the envelope, I reckon you can succeed. What do you reckon?

Kapp’s Gamification for Learning and Instruction

23 April 2012 by Clark 11 Comments

Karl Kapp’s written another book, this time on gamification,  and I certainly liked his previous book with Tony O’Driscoll on Virtual Worlds.  This one’s got some great stuff in it too, and some other ideas that raise some hackles.

Let me get one of the quibbles out of the way at the start: I  hate  the title “The Gamification of Learning and Instruction” (to the point I previously wrote a post arguing instead for ‘engagification‘).  Karl  makes it clear that he’s not on the trivial notion of gamification: “Gamification is not  Badges, Points, and Rewards”.  My problem is that by just having the title, folks who don’t read the book will still point to it to justify  doing  the trivial stuff. I’d much rather he’d titled it something like “Beyond Gamification” or “Engagification” or “Serious Gamification” or something.  He can’t be blamed for people misusing the term, and even his book, but I still fret about the possible consequences.

With that caveat, I think there is a lot to like here.  Karl’s got the right perspective: “Serious games and gamification are both trying to  solve a problem, motivate people, and promote learning using  game-based  thinking and techniques.”  He does a good job of laying out the core ideas, such as:

“Games based on this complex subject matter work, not  because they include all the complexities, but precisely  because they reduce  the complexity and use broad generalizations to represent reality. The player  is involved in  an abstraction of events, ideas, and reality.”

I liked his chapter 2, as it does a good job of exploring the elements of games (though it’s not quite as categorical as I’d like ;).  He’s got pragmatic advices there, and lots of examples to help illustrate the possibilities.  He goes beyond serious games in a number of ways, talking about adding motivation factors for other things than making good decisions. I worry somewhat that folks might (and do) use the same things to get people to do things that they might not otherwise believe are good to do, and the ethical issues aren’t addressed too much, but again that’s not Karl’s point, as his many examples clearly show.

Chapters 7-9 are, to me, the most valuable from my point of view; how do you  do  game design (the focus of  Engaging Learning). Chapter 7  talks about Applying Gamification to Problem Solving and helps explain how serious games provide deep practice. Chapter 8 maps gamification on to different learning domains such as declarative, procedural, affective, and more. There are valuable hints and tips here for other areas as well as the ones I think are most important.  And Chapter 9 provides valuable guidance about the design process itself.

I wish there was more discussion of how meaningful challenges for problem-solving will  make  fact based learning more relevant, rather than just gamifying it, but that’s not necessarily the role of this book.  I very much like this statement, however: “The gamification of learning cannot be a random afterthought. It needs  to be carefully planned, well designed, and  undertaken with a careful balance of game, pedagogy, and simulation.”  Exactly!  You can’t just put instructional designers and game designers in the room together and expect good things to happen (look at all the bad examples of edutainment out there); you have to understand the alignment.

There are some interesting additional chapters.  Guest authors come in and write on motivations and achievements (Blair), the gamer perspective (presumably son Kapp), a case study of a serious initiative in gaming (Sanchez), and alternate reality games (Olbrish).  These provide valuable depth in a variety of ways; certainly Alicia Sanchez is walking the walk, and the alternate reality games that Koreen Olbrish are talking about have struck me as a really compelling opportunity.

There are flaws. I can’t comprehend how he can go from talking about objectives straight to talking about content.  Games are not about content, they’re about context; putting the player into a place where they have to make the decision that they need to be able to make as an outcome.  This statement really strikes me as wrong: “The goal of  gamification is to take content that is typically presented as a lecture or an  e-learning course and add  game-based elements…”. Given my focus on ability, not content, this predictably irks me.

Karl also misses what I would consider are some important folks who probably should be referenced.  While he did get Raph Koster and Jane McGonigal, he hasn’t cited Aldrich, Gee, Shaffer, Barab, Jenkins, Squire, Steinkuehler, or even Quinn (ok, I had to say it).  It seems a bit narrow-focused to miss at least  (the ‘other’ Clark)  Aldrich, who’s written now 4 books on the topic.  I mean, being an academic and all…. :)

Overall, I know he’s fighting for the right things, and think there’s some very broad and useful information in here. If you’re looking to make your learning designs more effective, this book will show you a lot of examples, give you some valuable frameworks, and provide many hints and tips.

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